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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#136 | |
Black Magic
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#137 | |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#138 |
Black Magic
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In what I sent you load the single mission and change the time of day hour to 17. Then start mission. Place camera near side of ship almost parallel with the side so you can see the sunlight reflecting off the side. You'll see what I'm talking about.
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#139 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
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Without even firing the game up, I am going to guess it looks like the surface of the ship looks like glass........That is because the base texture is 100%, that is not right. Almost all base textures in the game are transparent. Let me take a look in game to see if this is the case.
Edit: It looks like that is exactly what we are dealing with, let me play around with the texture to see if I can get it to work right, will PM you what I do.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! Last edited by SteelViking; 05-13-11 at 04:11 PM. |
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#140 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
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Hmmmm, I am also seeing some weird behavior from the occular occlusion map. This may actually be what you are referring to. Give me some time to look at that as well.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#141 |
Navy Seal
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Update:
Reworked campaign "Western Approaches" No more find and sink 2 Cruisers if you don't want too ![]() |
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#142 |
Ocean Warrior
![]() Join Date: Dec 2010
Location: Montreal, Canada
Posts: 2,776
Downloads: 833
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#143 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
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Hey, TDW, how is the new set of textures looking for you?
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#144 |
Black Magic
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#145 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
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Hey, you take your time with that, I have been waiting for that for a long time.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#146 |
The Old Man
![]() Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
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@Zedi, the shadow map itself has rust on it! Let me whip up a map without the rust and see if that solves the mystery of the unwanted rust.
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![]() He sank 198,650 tons....who you ask?....Erich Topp, that's who! |
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#147 |
Sea Lord
![]() Join Date: Mar 2010
Posts: 1,845
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Thanks you so much for this SteelViking. If you can do these improvements on all units, then finally these ships will fit the sh5 fleet.
Who knows.. maybe one day you guys can find a way to add shadows and the transparency of the ship hull underwater so there will be absolutely no difference between any ship. |
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#148 |
Black Magic
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When a GR2 unit is rendered the game engine adds the verticies of the unit that are underwater to a depth map. This depth map is then used in the water pixel shader to determine whether that pixel is deep water color or the color of the ship that is underwater (it is linearly interpolated). No such thing exists for DAT rendered units. That is why you can't 'see' them underwater from above water. I made a revised water pixel shader that made them show but it's not perfect. It will take modifying the sh5.exe to do it correctly.
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#149 |
Grey Wolf
![]() Join Date: Jan 2009
Location: Finland
Posts: 859
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Thanks for the files Steelviking! I made another test, quick test, but I can't see much difference...
![]() Well I'll get back on this soon, have to go now. But great work everyone ![]() |
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#150 | |
Black Magic
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